Enrichment Activities, For Coaches and Teachers, For Kids, For Parents, P.A.R.T.Y. in a Box

Help Your Team Get the Most out of P.A.R.T.Y. in a Box (Practice Materials Inside!)

Hello parents, teams, and coaches!

The USAT team hopes you had a great Round Robin 2 last week. After the first Meet of the season, we provided some reflection questions about Mind Sprints. This time, we’d like to challenge the students to think critically about P.A.R.T.Y. in a Box and how they could improve next time. So, if you are looking for something to do to enhance team-building at your next practice, here are a few prompts to get the students talking.

  • Describe P.A.R.T.Y. in a Box skits you’ve done before. Can you remember the theme, characters you created, or favorite part of the skit?
  • If you could change any of the rules about P.A.R.T.Y. in a Box, what would you change?
  • What skills are needed in order to do well in a P.A.R.T.Y. challenge? Is there anything you can do outside of USAT competitions to hone those skills?
  • Did any of the prompts remind you of books you read or movies you saw?
  • If you could create your own P.A.R.T.Y. in a Box prompt, what would it be? How would you want to score it?
    • DIVE DEEPER: Why not give it a try? Give your students 30 minutes to design a P.A.R.T.Y. in a Box prompt and scoring rubric. If they want to try acting it out, too, all the better! If you need an example of a scoring rubric, check out our sample PARTY in a Box: Butterfly Effect

Do you have anything you want the USAT staff to know about Round Robin 2? Leave us a comment or email us at sarah@usacademictraithlon.com.

For Coaches and Teachers, For Kids

Student Responsibilities

While the primary responsibility of students participating in a US Academic Triathlon Meet is to compete in the three events, there are additional responsibilities each student is held to for the sake of good sportsmanship and teamwork:

1. All team members, including alternates, must wear a name tag and a competition letter above the waist in a way that can easily be seen and read by facilitators and participants. This is to easily identify student participants throughout the Meet, and differentiate them from visitors and other students who might be involved in something else going on in the school.

2. All team members must keep problems and questions secret until the end of the Meet. If any student is found to be sharing questions or other information with members of other teams, their coaches, or volunteers before the end of a Meet, the student’s entire team will be disqualified and may be subject to further censure.

3. All team members must exhibit good sportsmanship and respect for all facilities and people before, during, and after the Meet. Teams who exhibit unsportsmanlike conduct of any kind are subject to loss of points and possible disqualification for serious infractions.

4. Theater etiquette during P.A.R.T.Y. in a Box presentations is expected, and that means full, silent attention during performances. No derogatory comments or other inappropriate behavior will be tolerated, as watching other teams’ P.A.R.T.Y. presentations is a privilege. It is appropriate – and appreciated – for students to laugh, clap, and enjoy other teams presentations. Additionally, students and coaches may not talk to or approach P.A.R.T.Y. judges regarding scoring questions. Student feedback should be limited to general and impersonal helpful hints and compliments.

5. Teams must strictly adhere to the schedule. If a team arrives late for an event after a Meet starts, they will be allotted only the remaining time allowed. If a late team prevents another team from having the full time allotted, the late team will be subject to an unsportsmanlike conduct penalty.

6. Students may not bring anything into an event room, except the team’s Competition Kit as it is specifically described in the Program Manual. If a student requires any special equipment or item for health or mobility reasons, it must be checked in at the registration desk prior to a Meet.

NEW THIS YEAR: Students will not be allowed to have a smart device of any kind (phone, watch, tablet, etc.) on their person during a Meet. Any smart devices must be left in the student’s backpack or with their coach during a Meet. Failure to abide by this rule may be subject to penalties or disqualification (especially if a smart device is used during an event). If a facilitator sees a student using a smart device, even during passing time, it will be taken away for the duration of the Meet and may cause the team’s disqualification. This rule was instated to ensure no one can be suspected or accused of cheating, even if checking the time.

7. Teams must use appropriate language, humor, music, and gestures during Meets. No racism, sexism, profanity, etc. If a team member offers an inappropriate response, a facilitator will: a) ask for a more appropriate response; or b) assess a penalty; or c) disqualify a team member or team from a round or an entire Meet. If a student wonders whether something is an appropriate response, it is better to find a substitute answer just to be safe.

8. UPDATED: Students whose temporary or permanent physical impairment may prevent or hamper them from following physical instructions during a Meet must inform their coach at least a week prior to the upcoming Meet (when possible) so the coach can determine necessary accommodations and connect with the upcoming Meet’s Host/Facilitator in order to coordinate such accommodations.

9. Students must be aware of the meaning of these “Caution Comments”:

a. “Louder” – A student should repeat the answer, enunciating for the sake of the facilitator.
b. “Clarify” – A student must explain why an answer is pertinent to the question. (If the student says “Make a boat” as a use for the flyswatter, it may be necessary for the student to say, “Use the handle as a raft,” so the judge can score it.)
c. “Inappropriate” – A student is being given a chance to change a socially unacceptable or non sequitur answer, with or without loss of points, depending upon intent.
d. “Repeat” – A student has given a duplicate answer and must come up with another response.

If there are any questions about student expectations, contact Executive Director Sarah Sheldon at sarah@usacademictriathlon.com.

Elements of Storytelling, For Coaches and Teachers, For Kids, Resources

Elements of Storytelling: The Finale

Now is the time to put everything the protagonist has learned to the test. To keep the tension high throughout the final act, the plan of attack has to hit a snag. For instance, Frodo and Sam make it all the way to Mordor, only to find that the power of the ring is so great that Frodo doesn’t want to give it up. Blake Snyder is famous for demystifying storytelling for screenwriters, and recommends a five-step finale. Using a classic “storming the castle to save the damsel in distress” scenario, he says to do the following (Source):

Step 1: The hero, and the hero team, come up with a plan to “storm the castle” and “free the princess” who is “trapped in the tower.”

Step 2: The plan begins. The wall of the castle is broached. The heroes enter the Bad Guys’ fort. All is going according to plan.

Step 3: Finally reaching the tower where the princess is being kept, the hero finds… she’s not there! And not only that, it’s a trap! It looks like the Bad Guy has won.

Step 4: The hero now has to come up with a new plan. And it’s all part and parcel of the overall transformation of the hero and his need to “dig deep down” to find that last ounce of strength (i.e., faith in an unseen power) to win the day.

Step 5: Thinking on the fly, and discovering his best self, the hero executes the new plan, and wins! Princess freed, friends avenged, Bad Guy sent back to wherever Bad Guys go when they are defeated — our hero has triumphed.

The Final Image

The protagonist may be victorious, but the story isn’t over until they have found their way back to a State of Perfection (SOP). This is the “awww” moment for the audience, who gets a chance to catch their breath after the action of the finale. For our triathletes, it is also the best place to explicitly state the moral or theme of the play for the judges before they write down their scores.

Let’s go back to the original SOP we discussed in the post about beginning a story. A group of Wilderness Scouts were gathered around the campfire. If the misfit protagonist was the only member of the group having a good time, the audience needs to see them back at the fireside. However, they can’t be the only one enjoying the camp-out anymore. The rest of the group would need to either gain an appreciation for the great outdoors thanks to the protagonist’s influence, or the friendships they forged must be strong enough to overcome their own misgivings. On the other hand, if the protagonist started off in a State of Imperfection and hated everything about the wilderness at the beginning, the audience would need to see how much they’ve changed as a result of the story.

In other words, the final image needs to have some connection to the opening image, and is often a mirror (be it fun house-style or just a normal one). This brings the story full circle, and leaves the audience with the feeling that all is right in the world. For a P.A.R.T.Y. in a Box skit, this is the perfect time to tell the judges the moral of the story to drive home how the team has come to understand and illustrate the theme. Plus, it’s the last opportunity to really “wow” them with a special talent or comedic relief. The old showbiz adage of “always leave them wanting more” couldn’t be truer! Judges often adjust their scores after they’ve seen all the shows in order to make sure the scoring is fair. If the story ends with a bang, it’s much easier for them to remember what they’ve seen, even if a team gave their performance at the beginning. So, don’t forget to make it memorable!

Read the rest of the Elements of Storytelling posts for more info about structure, and check out the rest of our P.A.R.T.Y. in a Box tips.

 

Elements of Storytelling, For Coaches and Teachers, For Kids, For Parents, Resources

Elements of Storytelling: The End

From here on out, the goal is to get the protagonist back to a State of Perfection (SOP). It may or may not be the same SOP as the beginning, but they’ve got to end up better off somehow after the story is over. But don’t jump straight to the big finish just yet; there’s still some important work to do. In fact, there was so much to say about constructing the end of a story, we decided to break this post into two parts. This post will cover everything between the Midpoint and the Finale, and next week we’ll finish up the whole story.

Proving it was False

We left off last time talking about the Midpoint of a story and how it must be either a false peak or a false collapse for the protagonist(s). The story needs to illustrate the consequences of the Midpoint and how it drives the hero to undergo a change. Otherwise, the events the audience has just witnessed hold no meaning and won’t communicate the team understands the theme of the P.A.R.T.Y. in a Box skit to the judges.

If the protagonist is feeling good in the middle of the story, they need to get knocked down again before the end. They could find out a decision they made earlier in the story has unintended consequences. Maybe they lose an important object or a companion is kidnapped by the antagonist while their back is turned. Perhaps the whole Midpoint was actually just a trap or distraction to lure the protagonist away from the real action. Or when the antagonist is backed into a corner, they do something desperate and create an even bigger problem than before. No matter what you choose, creating more opportunities for reversals leads to an audience (and judges!) more invested in the story.

If the protagonist is suffering from a false collapse at the Midpoint or as a result of proving just how false their peak really was, it’s time to build them back up. It’s reasonable to put them through another moment of debate and doubt that mirrors the first. After all, they’ve either just succeeded and found it wasn’t all it was cracked up to be, or they think they’ve just lost everything. Plus, the stakes just keep getting higher. The protagonist needs a reminder of what makes them special and what it took to get them this far. This could be a great opportunity for a pep talk by a companion on the quest or some kind words from a wise stranger. If the protagonist is faced with a new challenge and uses a new skill they’ve learned, or moves away from a negative behavior they’ve developed since the story began, it gives them the strength to carry on.

Raise the Stakes

If your story is doing its job, the audience is already invested. Now, it’s time to double down on the danger. This doesn’t mean to jump straight to a universe-ending scenario just for the sake of making things more exciting. The danger needs to feel like it is to scale with what has come before. For instance, the soccer player who pushes away their childhood friend in order to fit in with her teammates probably won’t need to save the entire planet. But she could be peer-pressured into doing something that would get her kicked off the team if caught, or put the league in jeopardy.

In a general sense, the stakes of a story are bounded by how far the protagonist is able to travel. This might seem weird, but think about it. Stories with kids at the center usually stretch about as far as they can reach on their bikes. The neighborhood, the school, or maybe the whole town could be in peril, but the next state over? Probably not. On the other extreme, any story that includes the means to travel between planets is basically going to have a planet-sized threat looming over it by definition. The stakes could be expanded on their own, or as part of the second plot point.

Plot Point #2

If besting the antagonist was easy, the good guys would always win in the middle. Instead, there must be some new development after the events of the Midpoint to bring the tale to a thrilling conclusion. This usually comes in the form of new information the protagonist didn’t have before. They may need to travel to a new location, consult an expert, retrieve an artifact, or any number of different tasks to give them the leg up they need. This is the last chance to infuse new knowledge into the story, or the solution will feel like it comes out of nowhere and won’t give the audience the satisfaction they are looking for. As fun as it can be to throw in a twist, it’s better if the audience gets to anticipate the ending somehow first. There’s still time for a twist; in fact, good finales always throw in a curve-ball (which we’ll discuss more next week). But the people watching the skit will have more fun if they think they know how the story will end before they actually see it happen.

To bring us back to Star Wars, this is the scene in the war room at the rebel base. Luke finds out that the impenetrable Death Star has a weakness after all, and he will be part of the team that will try to take it out. If the fleet took off with no plan or knowledge of how they might succeed, there wouldn’t be any tension for the audience. But as long as there is a chance, no matter how small, that the good guys will win, the story feels compelling all the way to the last moments.

In terms of the five-minute time limit of a P.A.R.T.Y. in a Box skit, this event must occur no later than the end of the fourth minute to ensure there is enough time to get the protagonist back to their SOP.

This brings us to the finale, which we’ll discuss next time!

Elements of Storytelling, For Coaches and Teachers, For Kids, P.A.R.T.Y. in a Box, Resources

Elements of Storytelling: The Middle

Last week, we took a look at the best place for a story to begin, and how to get the most out of the first minute of a P.A.R.T.Y. in a Box skit. Now, it’s time to take a look at what the middle of a story has to offer.

If you’ve ever been a coach or judge for P.A.R.T.Y. in a Box, you know that students rarely use their full five minutes. They end up rushing because they are afraid of the penalty for going over, or they didn’t plan a very long story to begin with. The middle is often sacrificed in the race to the end, but the middle is actually the “meat” of any story. A great way to help your students understand how much time they really have is to set a five-minute timer, then make them sit in silence until it goes off. Suddenly, those five minutes feel like an eternity! If you do this exercise before each Meet, or even just once at the beginning of every season, it will make a big impact on the length (and by extension quality) of the skits your students plan and perform.

Debate

In the last Elements of Storytelling post, we talked about the opening image, establishing the protagonist’s identity by using a State of Perfection (SOP) or State of Imperfection (SOI), and the purpose of an inciting incident. Right after the first event occurs to knock the protagonist out of their SOP/SOI, good stories show at least a moment of debate. This doesn’t necessarily mean that characters have to actually discuss whether or not to go on the adventure and why, but they certainly could. An exchange of even a sentence or two at this stage is a great way to really bring the theme to the forefront of the skit.

For example, during our Round Robin #3 Meet, we asked our Triathletes to examine the idea of ingroups and outgroups, and the power of groups to shape our actions. If the protagonist experiences an inciting incident where they are faced with a decision to hang out with the soccer team at the expense of their best friend’s feelings, the decision-making process can easily be shown through a quick discussion between the protagonist and a teammate who thinks a friend isn’t worth their time. This will clearly illustrate the theme, and the audience will know exactly what the conflict is about.

One advantage of a live performance rather than a book is that characters can also make asides to the audience. Shakespeare often wrote the private thoughts of his characters as monologues, or brief moments where they step out of the world of the story to say something directly to the people who are watching. This is a great way to bring the audience deeper into the story, and has the added benefit of making thoughts and motivations transparent. You have to establish the moment of hesitation as well as the moment the protagonist takes the plunge in order for the story to feel compelling.

Plot Point #1

Not long after the debate, it’s a good idea to have a distinctive plot point. This should be the first time the antagonist (or antagonistic forces) are fully realized for the audience. A lot of the time, this is a scene where the protagonist isn’t even present. The audience has the chance to see the antagonist, their motives, and understand what is at stake if the protagonist fails at defeating them. If we use the original Star Wars movie as an example, this is the scene where we find out about the Death Star. Sure, we met Darth Vader as part of the inciting incident, but he isn’t the biggest threat to the safety of the galaxy. The evil empire and its planet-killing laser, on the other hand, are not to be trifled with.

This is a step that often gets skipped in a P.A.R.T.Y. in a Box skit, but actually has a lot of potential for creativity and earning points. If you can give the audience an interesting villain, and maybe even one with a special talent or funny way of looking at the world, it will definitely catch the attention of the judges. Remember, the antagonist is the opposite of the protagonist, and they are both there in order to show the audience different aspects of the theme. Taking 30 seconds to really hone in on the conflict and the consequences makes it easy for the audience to follow your tale, and lets the judges know you know what is being asked of your team. Plus, it’s a great opportunity to show off your team’s artistic skills with a second backdrop!

Midpoint

“Wait, isn’t the whole post about the middle? you ask. It sure is! But the Midpoint is a very specific moment within the middle section of a story. Specifically, it is the moment when the protagonist either thinks they succeeded but has actually failed (false peak), or thinks they have failed but actually succeeded (false collapse). For our soccer player protagonist torn between the group and a friend, the false peak occurs when they have gained acceptance from the group. They think they’ve gotten what they truly want, but will ultimately find that it doesn’t actually make them happy.

In a story with a false collapse, let’s look at Star Wars again. The Millennium Falcon comes out of light speed on its way to Alderaan, only to find out the planet has been blown to bits. The crew are captured by Vader, Obi Wan is killed, and all hope seems to be lost. Except of course that they couldn’t actually win the day in the end if they weren’t captured at this point in the film. If Obi Wan was still alive later on, there would be no disembodied voice urging Luke to use the Force to make the impossible shot and win the day. Everyone loves to root for an underdog, and providing an event in the plot where the protagonist is at a disadvantage can make a big emotional impact on the audience when they see it reversed later.

But we’ll save the rest of our tips for utilizing the power of reversals for our final installment of the series: crafting a satisfying and exciting ending.